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<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN" "http://www.w3.org/TR/html4/loose.dtd">
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<meta http-equiv="content-type" content="text/html; charset=utf-8">
<title>Mesa Release Notes</title>
<link rel="stylesheet" type="text/css" href="../mesa.css">
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<body>

<div class="header">
<h1>The Mesa 3D Graphics Library</h1>
</div>

<iframe src="../contents.html"></iframe>
<div class="content">

<h1>Mesa 20.1.6 Release Notes / 2020-08-19</h1>

<p>
    Mesa 20.1.6 is a bug fix release which fixes bugs found since the 20.1.5 release.
</p>
<p>
Mesa 20.1.6 implements the OpenGL 4.6 API, but the version reported by
glGetString(GL_VERSION) or glGetIntegerv(GL_MAJOR_VERSION) /
glGetIntegerv(GL_MINOR_VERSION) depends on the particular driver being used.
Some drivers don't support all the features required in OpenGL 4.6. OpenGL
4.6 is <strong>only</strong> available if requested at context creation.
Compatibility contexts may report a lower version depending on each driver.
</p>
<p>
Mesa 20.1.6 implements the Vulkan 1.2 API, but the version reported by
the apiVersion property of the VkPhysicalDeviceProperties struct
depends on the particular driver being used.
</p>

<h2>SHA256 checksum</h2>
<pre>
TBD.
</pre>


<h2>New features</h2>

<ul>
    <li>None</li>
</ul>

<h2>Bug fixes</h2>

<ul>
    <li>[spirv-fuzz] SPIR-V parsing failed &quot;src-&gt;type-&gt;type == dest-&gt;type-&gt;type&quot;</li>
    <li>[RADV] commit d19bc94e4eb94 broke gamescope with Navi</li>
    <li>4e3a7dcf6ee4946c46ae8b35e7883a49859ef6fb breaks Gamescope showing windows properly.</li>
    <li>anv: crashes in CTS test dEQP-VK.subgroups.*.framebuffer.*_tess_eval</li>
    <li>Mafia 3: Trees get rendered incorrectly</li>
    <li>radv: dEQP-VK.synchronization.op.multi_queue.timeline_semaphore.write_clear_attachments_*_concurrent fail when forcing DCC.</li>
    <li>Assertion failure compiling shader from Zigguart</li>
    <li>Panfrost locks for waiting fence when running Source engine games</li>
</ul>

<h2>Changes</h2>

<ul>
    <p>Bas Nieuwenhuizen (6):</p>
    <li>      radv: Do not consider layouts fast-clearable on compute queue.</li>
    <li>      radv: When importing an image, redo the layout based on the metadata.</li>
    <li>      radv: Use getter instead of setter to extract value.</li>
    <li>      driconf: Support selection by Vulkan applicationName.</li>
    <li>      radv: Override the uniform buffer offset alignment for World War Z.</li>
    <li>      radv: Fix handling of attribs 16-31.</li>
    <p></p>
    <p>Christian Gmeiner (1):</p>
    <li>      etnaviv: completely turn off MSAA</li>
    <p></p>
    <p>Daniel Schürmann (1):</p>
    <li>      aco: execute branch instructions in WQM if necessary</li>
    <p></p>
    <p>Danylo Piliaiev (3):</p>
    <li>      st/mesa: Treat vertex outputs absent in outputMapping as zero in mesa_to_tgsi</li>
    <li>      anv/nir: Unify inputs_read/outputs_written between geometry stages</li>
    <li>      spirv: Only require bare types to match when copying variables</li>
    <p></p>
    <p>Dave Airlie (2):</p>
    <li>      llvmpipe: only read 0 for channels being read</li>
    <li>      llvmpipe/cs: update compute counters not fragment shader.</li>
    <p></p>
    <p>Eric Engestrom (7):</p>
    <li>      docs/relnotes: add sha256 sums to 20.1.5</li>
    <li>      .pick_status.json: Update to a880f97d593a461bdcce27e526423a9b1d6834b4</li>
    <li>      .pick_status.json: Mark e03622e50fcebbcc32b2fd403b1a729c73cb49d5 as denominated</li>
    <li>      pick-ui: specify git commands in &quot;resolve cherry pick&quot; message</li>
    <li>      egl/entrypoint-check: split sort-check into a function</li>
    <li>      egl/entrypoint-check: add check that GLVND and plain EGL have the same entrypoints</li>
    <li>      driconf: fix force_gl_vendor description</li>
    <p></p>
    <p>Icenowy Zheng (1):</p>
    <li>      panfrost: signal syncobj if nothing is going to be flushed</li>
    <p></p>
    <p>Jason Ekstrand (2):</p>
    <li>      anv: Advertise shaderIntegerFunctions2</li>
    <li>      spirv: Don&#x27;t emit RMW for vector indexing in shared or global</li>
    <p></p>
    <p>Karol Herbst (1):</p>
    <li>      nv50/ir/nir: fix global_atomic_comp_swap</li>
    <p></p>
    <p>Lionel Landwerlin (1):</p>
    <li>      anv: fix incorrect realloc failure handling</li>
    <p></p>
    <p>Marcin Ślusarz (1):</p>
    <li>      intel/perf: fix performance counters availability after glFinish</li>
    <p></p>
    <p>Marek Olšák (2):</p>
    <li>      radeonsi: use correct wave size in gfx10_ngg_calculate_subgroup_info</li>
    <li>      radeonsi: fix applying the NGG minimum vertex count requirement</li>
    <p></p>
    <p>Nanley Chery (1):</p>
    <li>      dri_util: Update internal_format to GL_RGB8 for MESA_FORMAT_B8G8R8X8_UNORM</li>
    <p></p>
    <p>Rhys Perry (1):</p>
    <li>      aco: set constant_data_offset correctly in the case of merged shaders</li>
    <p></p>
    <p>Samuel Pitoiset (2):</p>
    <li>      radv/gfx10: add missing initialization of registers</li>
    <li>      radv: limit LATE_ALLOC_GS to prevent a GPU hang on GFX10</li>
    <p></p>
    <p>Tony Wasserka (1):</p>
    <li>      nir/lower_idiv: Port recent LLVM fixes to emit_udiv</li>
    <p></p>
    <p></p>
</ul>

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